User prompt
firewall sould be spawned every time a firetrigrre is triggered
User prompt
spawn only 1 firewall per firetrigger
User prompt
firewall shoudl alsways spawn form the center of the bottom of the screen
User prompt
firewall should be the width of the screen
User prompt
triple firewall speed
User prompt
firewall should spawn from the bototm of the screen and move upwards
User prompt
firewall shoudl spawn from outside the screen and move towrwards the player direction
User prompt
now add a behaviour to firetrigger, to behave the same as speartrigger, but spawn a firewall instead
User prompt
replicat speartrigger for firetrigger
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.getTriggerType = function () {' Line Number: 96
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
User prompt
Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
/**** * Classes ****/ // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Add a shadow below the hero var shadow = self.attachAsset('heroShadow', { anchorX: 0.5, anchorY: 0.5 }); shadow.y = heroGraphics.height / 2 + 10; // Position the shadow slightly below the hero shadow.alpha = 0.5; // Make the shadow semi-transparent // Add hitbox for collision detection self.hitbox = new Container(); self.hitbox.width = heroGraphics.width * 1.2; // Increase size for better collision detection self.hitbox.height = heroGraphics.height * 1.2; // Increase size for better collision detection self.hitbox.x = -self.hitbox.width; self.hitbox.y = -self.hitbox.height; // Display the hitbox with a transparent asset var hitboxGraphics = LK.getAsset('transparentAsset', { anchorX: 0.5, anchorY: 0.5 }); hitboxGraphics.width = self.hitbox.width; hitboxGraphics.height = self.hitbox.height; self.hitbox.addChild(hitboxGraphics); self.addChild(self.hitbox); self.update = function () { // Update logic for hero, if needed }; }); var Lifebar = Container.expand(function () { var self = Container.call(this); var lifebarGraphics = self.attachAsset('lifebar', { anchorX: 0.5, anchorY: 0.5 }); var lifebarText = new Text2("Life: " + hero.health + "%", { size: 50, fill: "#ffffff" }); self.addChild(lifebarText); self.update = function () { lifebarText.setText("Life: " + hero.health + "%"); lifebarGraphics.width = hero.health / 100 * 500; // Update lifebar width based on health }; }); var Spear = Container.expand(function () { var self = Container.call(this); var spearGraphics = self.attachAsset('spear', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; }); var SpearTrigger = Container.expand(function () { var self = Container.call(this); var spearTriggerGraphics = self.attachAsset('spearTrigger', { anchorX: 0.5, anchorY: 0.5 }); self.setTriggerType('spear'); }); // Generic Trigger class to support different types of triggers var Trigger = Container.expand(function () { var self = Container.call(this); self.triggerType = 'generic'; // Default trigger type self.setTriggerType = function (type) { self.triggerType = type; }; self.getTriggerType = function () { return self.triggerType; }; }); var FireTrigger = Trigger.expand(function () { var self = Trigger.call(this); var fireTriggerGraphics = self.attachAsset('fireTrigger', { anchorX: 0.5, anchorY: 0.5 }); self.setTriggerType('fire'); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Function to create a screen shake effect function shakeScreen() { var shakeIntensity = 10; var shakeDuration = 500; // in milliseconds var elapsedTime = 0; var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { if (elapsedTime < shakeDuration) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; elapsedTime += 16; // approximately 60 FPS } else { game.x = originalX; game.y = originalY; LK.clearInterval(shakeInterval); } }, 16); } // Initialize game variables var hero; var spearTrigger; var spearCount = 0; // Declare scoreText in the global scope var scoreText; var currentLevel = 1; // Initialize current level // Function to initialize game elements function initGame() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); hero = game.addChild(new Hero()); hero.health = 100; // Initialize hero health as a number hero.x = 2048 / 2; hero.y = 2732 / 2; // Create and position the lifebar var lifebar = new Lifebar(); lifebar.x = 2048 / 4; lifebar.y = 50; // Adjusted position to align with scoreText game.addChild(lifebar); // Create and position the score text scoreText = new Text2("Spears hit: " + spearCount + " | Level: " + currentLevel, { size: 50, fill: "#ffffff" }); scoreText.x = 3 * 2048 / 4; scoreText.y = 50; // Align with lifebar game.addChild(scoreText); // Create and position the spear trigger spearTrigger = game.addChild(new SpearTrigger()); spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position // Create and position the fire trigger var fireTrigger = game.addChild(new FireTrigger()); fireTrigger.x = Math.random() * 2048; // Random x position fireTrigger.y = Math.random() * 2732; // Random y position } // Function to handle hero movement function handleMove(x, y, obj) { // Add a wobble and tilting effect to the hero's movement var wobbleIntensity = 5; var tiltIntensity = 0.1; hero.x = x + (Math.random() - 0.5) * wobbleIntensity; hero.y = y + (Math.random() - 0.5) * wobbleIntensity; hero.rotation = (Math.random() - 0.5) * tiltIntensity; } // Function to update game state game.update = function () { if (hero.intersects(spearTrigger) && spearTrigger.getTriggerType() === 'spear') { var spear = game.addChild(new Spear()); spear.x = Math.random() * 2048; // Random x position spear.y = Math.random() < 0.5 ? 0 : 2732; // Randomly choose top or bottom for y position var dx = hero.x - spear.x; var dy = hero.y - spear.y; var angle = Math.atan2(dy, dx); spear.speedX = Math.cos(angle) * spear.speed; spear.speedY = Math.sin(angle) * spear.speed; spear.rotation = angle; // Rotate the spear in the direction it's moving spear.update = function () { this.x += this.speedX; this.y += this.speedY; if (this.intersects(hero.hitbox)) { // Trigger screen shake effect shakeScreen(); // Attach the spear to the hero at the position it first touches him this.speedX = 0; this.speedY = 0; var relativeX = this.x - hero.x; var relativeY = this.y - hero.y; this.update = function () { var wobbleIntensity = 2; var tiltIntensity = 0.05; this.x = hero.x + relativeX + (Math.random() - 0.5) * wobbleIntensity; this.y = hero.y + relativeY + (Math.random() - 0.5) * wobbleIntensity; this.rotation = angle + (Math.random() - 0.5) * tiltIntensity; }; // Reduce player's health and increment spear count hero.health -= 10; spearCount++; scoreText.setText("Spears hit: " + spearCount); // Update score text // Check if hero's health is 0 to move to the next level if (hero.health <= 0) { moveToNextLevel(); } } }; // Reposition the spear trigger to a random location spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position } }; // Function to handle transition to the next level function moveToNextLevel() { // Reset hero's health hero.health = 100; // Reset spear count spearCount = 0; scoreText.setText("Spears hit: " + spearCount); // Reset score text // Increment level currentLevel++; scoreText.setText("Spears hit: " + spearCount + " | Level: " + currentLevel); // Update score text // Reposition hero to the center hero.x = 2048 / 2; hero.y = 2732 / 2; // Reposition spear trigger to a new random location spearTrigger.x = Math.random() * 2048; spearTrigger.y = Math.random() * 2732; // Optionally, increase difficulty or change level parameters here } // Initialize game elements initGame(); // Set up event listeners for touch/mouse interactions game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.move = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { // No specific action needed on release }; // Check for fire trigger interaction if (hero.intersects(fireTrigger) && fireTrigger.getTriggerType() === 'fire') { // Implement logic for fire trigger interaction // Example: Reduce hero's health or trigger a fire effect hero.health -= 5; // Example effect shakeScreen(); // Example effect // Reposition the fire trigger to a random location fireTrigger.x = Math.random() * 2048; fireTrigger.y = Math.random() * 2732; }
===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,16 @@
self.update = function () {
self.y += self.speed;
};
});
+var SpearTrigger = Container.expand(function () {
+ var self = Container.call(this);
+ var spearTriggerGraphics = self.attachAsset('spearTrigger', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setTriggerType('spear');
+});
// Generic Trigger class to support different types of triggers
var Trigger = Container.expand(function () {
var self = Container.call(this);
self.triggerType = 'generic'; // Default trigger type
@@ -72,16 +80,8 @@
self.getTriggerType = function () {
return self.triggerType;
};
});
-var SpearTrigger = Trigger.expand(function () {
- var self = Trigger.call(this);
- var spearTriggerGraphics = self.attachAsset('spearTrigger', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.setTriggerType('spear');
-});
var FireTrigger = Trigger.expand(function () {
var self = Trigger.call(this);
var fireTriggerGraphics = self.attachAsset('fireTrigger', {
anchorX: 0.5,
pixealrt spear. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireskull button. pixelart.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
spearbutton. pixelart.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixelart button that says "Start". Dungeon vibes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2000 by 2800 high quality banner. Pixelart. title reads: "Die Knight, Die!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixealrt. Dungeon. Reads: The Knight is DEAD. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.